- Note: Replaces Cause Insanity (Priest Spell) from The Complete Book of Necromancers
- For other Cure Spells, see Cure Spells.
The cure insanity spell, if administered while the patient is exhibiting symptoms of the affliction, immediately counters the affliction. For example, the spell can heal a conscious victim of the effects of hallucinatory spores and repair psychic trauma, such as that resulting from a mindwipe or other psionic assault. It counters the effects of spells such as confusion, chaos, contact other plane, feeblemind, symbol of insanity, prismatic spray, prismatic wall, and prismatic sphere and such magical items as an elixir of madness or a scarab of insanity. However, the spell does not counter aberrant behavior caused by lycanthropy, undeath, or powerful curses, geas, or quest. Finally, at the DM's discretion, cure insanity may temporarily calm the demented behavior of certain extraplanar creatures such as slaad.
The reverse, cause insanity, drives insane a victim who fails a saving throw vs. spell. The DM can consult the table or choose another form of insanity. For example, an exaggerated fear of dying (requiring the creature to make a saving throw vs. paralyzation to avoid the effect of a fear spell whenever encountering a cadaver, human bones, a graveyard, or even an open coffin). On the other hand, the victim might become convinced that all corpses were undead, waiting to rip him or her to shreds. In a combat situation, an opponent can be neutralized with an incapacitating form of insanity, such as confusion or feeblemind. The insanity is permanent and cannot be dispelled except by casting cure insanity, heal, restoration, or wish.
Notes: Rare spell. The reverse is common for necromancer-priests, for whom it is 4th level.
Insanity Results[]
Roll 1d6 for each affected creature to determine the nature of the affliction.
Roll | Insanity Type |
---|---|
1 | Enraged Maniac |
2 | Melancholic |
3 | Hallucinating |
4 | Hebephrenic |
5 | Homicidal |
6 | Catatonic |
Enraged Maniac: This condition strikes suddenly (1 in 6 chance per turn, lasts 2d6 turns then 1 in 6 chance per turn to return to normalcy). The character becomes maniacally enraged, having an effective Strength of 18/75 if human or demihuman (nonhumans are adjudicated by the DM). The character may shriek, rave, and behave in a violent manner. Unreasoning when spoken to, the character possesses great cunning and will desire to take or avoid action according to the situation at hand (though not necessarily on appropriate act). When the state passes the individual won't remember his actions, nor believe accounts of them by others.
Melancholic: The individual is given to black fits of brooding and feelings of hopelessness. The character is 50% likely to ignore any given situation due to the manifestation of a fit of melancholia.
Hallucinating: The individual sees, hears, and otherwise senses things that do not exist. The more stressful the situation, the more likely the manifestation. Common delusions include: ordinary objects that do not exist, people nearby or passing where there are none, voices giving information or instructions, abilities or forms the individual does not really have (Strength, sex, wings etc.), threatening creatures appearing from nowhere, and so on. Normal behavior is 50% likely until stimulated or under stress. Hallucinations last 1-20 turns after the initial stress passes.
Hebephrenic: The individual wanders aimlessly, talks to himself, giggles, mutters, and acts childishly; the character may sometimes attempt to play childish games with others. If sufficiently irritated by someone nearby, the character is 75% likely to become maniacally enraged. If this does not occur, then he will become catatonic for 1d6 hours then revert to hebephrenic behavior.
Homicidal: The individual appears absolutely normal, except for an occasional unique interest in weapons, poisons, and other lethal devices. At 1- to 4-day intervals, the being will try to kill a member of his own race. If prevented, the frustrated individual will attack the first intelligent creature seen, wildly seeking to slay. After this, the character will fall into melancholy for 1d6 days before turning to a homicidal state once more.
Catatonic: The character completely withdraws from reality. The individual can be led, moved, fed, and so on; but undertakes no activity on his own. If continually provoked and irritated to get a response, the character has a 1 To cumulative chance per round of becoming homicidal. When provocation ceases catatonia returns.